I had around 2 weeks with bloodgod where I played him exclusively, thinking at the beginning he could be super viable if I just learned people's block strings, that way I could go in for the counter attack and take advantage of his superior totem damage. Sounds easy right? But boy was I wrong... Not that I don't appreciate where NRS was going with this variation, he's a powerhouse (in the corner mainly) when his totem is up and so it's difficult to balance such a high damage character, but I think they skimped on far too much with this variation, and didn't give him the tools he needs. I can forgive the lack of armour, even though it would make total sense to at least make his parry worth using... no the problem I have with this variation is that he is unsafe as fuck without meter, and given that he doesn't have much in the way of opening up opponents he just don't cut it.
His f1b2 is unsafe and gets you punished easily so I relegated it in favour of his f2 which feels safer with the added push back and does great damage especially with totem, but is slow and therefore difficult to punish people with, even when they whiff. His only fast and safe string that leads to combo is 114, which is great if you can ever fucking land it, most of the time he's waving his arms in mid air over the opponent even when they block, so I could pretty much only use it after a jump in. His b122 is unsafe, but with meter, sunstone can make it safe and give you advantage to boot, problem is that even with crystal totem up the damage it does is mediocre 32% with totem and 24% without, hang on... I just spent a bar of meter and isn't this guy supposed to be a powerhouse? B14 into sunstone is another option if you want to mix things up abit and go for a low, but there's not much point using it becasue the opponent can poke out of the combo just before using sunstone on this string, thanks to the fact that his projectile has no armour, it also somehow got low profiled a few times even though sunstone is supposed to be a mid, so yeh, i waste a bar of meter and lose my frame advantage, and get punished for using a string that is supposedly safe.
I know, wargod has its fair share of problems, but after going back to it, the difference is night and day, my mid screen punishes actually do decent damage and I can make shit safe again with df2. I don't even care that much about bloodgods great corner damage, it relies on the the totem being up in the first place and good luck trying to start a corner combo on a competent player while it's up.
So yeh, I see no match up where bloodgod is the better option, so pretty much I think NRS fucked up this variation, and pray they buff him enough so that he's viable. On the other side of the coin it's super satisfying if you ever manage land that totem corner combo, so yeh he does have alittle something going for him I guess...